Turtle95's Extra Entities [0.8.0, Unsupported]

Mods, guides how to use and install mods go right in here.
Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 24 May 2013, 18:18

Camewel wrote:Happens in vanilla so yup.
u dont say
I thought we had agreed on as much when I called FutureNyanCat's bug report terrible.

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Gramanaitor
Posts: 174
Joined: 24 May 2013, 14:34
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Post » 26 May 2013, 19:24

By far my favorite mod. It's just REALLY buggy when I try to load it in my normal Mari0 player. Still, good job! And can you add turrets in this mod?

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Superjustinbros
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Joined: 29 Mar 2012, 20:39
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Post » 27 May 2013, 00:22

To anyone taking advantage of the gels in this mod, here's a little something:
Image

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Shank
Posts: 225
Joined: 24 Feb 2013, 04:17
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Post » 29 May 2013, 08:25

Superjustinbros wrote:To anyone taking advantage of the gels in this mod, here's a little something:
Image
You never disappoint, 'eh? This is amazing.

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Gramanaitor
Posts: 174
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Post » 20 Jun 2013, 23:47

How about Dry Bones? You know, the koopa skeletons that cannot be killed!

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Firaga
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Post » 21 Jun 2013, 00:55

Gramanaitor wrote:How about Dry Bones? You know, the koopa skeletons that cannot be killed!
Actually, they ca be killed. In NSMB, freezing them, them smashing them in any way (smashing them against a wall, crushing them, etc.) kills them.

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Superjustinbros
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Post » 21 Jun 2013, 09:31

Firaga wrote:
Gramanaitor wrote:How about Dry Bones? You know, the koopa skeletons that cannot be killed!
Actually, they ca be killed. In NSMB, freezing them, them smashing them in any way (smashing them against a wall, crushing them, etc.) kills them.
To put it simple, Dry Bones are immune to stomps and fireballs (the former which just stuns them) while everything else would shatter them, killing them in the process.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 21 Jun 2013, 13:40

They look like the kinda guys who'd be immune to lasers too.

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Sunset_Moth
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Post » 01 Jul 2013, 23:50

Yeah... not completely impervious, but for a while. Is this mod dead?

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Turtle95
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Post » 02 Jul 2013, 04:31

bubba_nate wrote:Yeah... not completely impervious, but for a while. Is this mod dead?
I haven't worked on it in ages, since I don't have any new ideas. I was also porting some of these entities to the ModLoader, but I lost the files for that when I upgraded my laptop to Windows 8. So, yes, it's dead. Unless you guys really, really want me to work on this again.

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Superjustinbros
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Post » 02 Jul 2013, 21:36

I was thinking you could add support for additional numbers of fireballs on a firebar and longer lengths of platforms like that one mappack did recently. Also are you able to load files directly from what's already finished and work from there?
Last edited by Superjustinbros on 02 Jul 2013, 23:47, edited 1 time in total.

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Turtle95
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Post » 02 Jul 2013, 23:13

Superjustinbros wrote:I was thinking you could add support for additional numbers of fireballs on a firebar like that one mappack did recently. Also are you able to load files directly from what's already finished and work from there?
The ones that are in the mod? Yeah, I could work from there. But I lost the "cleaned up" code for several entities I made for Mari0MS.

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Warren2997
Posts: 22
Joined: 03 Oct 2012, 02:19

Post » 04 Jul 2013, 14:45

GLADOS just freezes the game...

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Flutter Skye
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Post » 04 Jul 2013, 14:56

Warren2997 wrote:GLADOS just freezes the game...
Yeah. The latest update made that bug. here is version 1.7. It doesn't have the Electric Balls but GLaDOS works.
https://www.dropbox.com/s/5683qilokbelw ... esv17.love

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Gramanaitor
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Post » 07 Jul 2013, 18:35

FlutterPie wrote:
Warren2997 wrote:GLADOS just freezes the game...
Yeah. The latest update made that bug. here is version 1.7. It doesn't have the Electric Balls but GLaDOS works.
https://www.dropbox.com/s/5683qilokbelw ... esv17.love
If possible, can someone please edit the glados in this mod so that it's like the glados in v17 except it can optionaly be used as a source?

ThePortalMaster
Posts: 8
Joined: 08 Jun 2013, 23:38

Post » 09 Jul 2013, 03:47

o my gosh that looks sooooo cool!!!!!!!!

crazykidthree33
Posts: 1
Joined: 18 Jul 2013, 21:18

Post » 18 Jul 2013, 21:25

Is anyone else not able to download anything from the links, I can't get the map pack neither the tile set.

lovechild
Posts: 81
Joined: 12 Mar 2012, 03:30

Post » 06 Aug 2013, 22:03

Coins? Please?

Yeah I know, asked ten-thousand times. All that has to be done, really is to reuse the coin assets in original mari0, and somehow make it work with the spriteset settings. It would save people from having to use custom backgrounds simply because of coins being tiles, like I appear to be forced to do at present.

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Sunset_Moth
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Post » 07 Aug 2013, 21:48

I noticed my cursor was in the game.
At first I thought it was finding some files somewhere that it shouldn't have been.
I'm still not sure, so I'm asking here. Does anyone else see the 2 part cursor or is it just me?

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Flutter Skye
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Post » 07 Aug 2013, 21:59

bubba_nate wrote:I noticed my cursor was in the game.
At first I thought it was finding some files somewhere that it shouldn't have been.
I'm still not sure, so I'm asking here. Does anyone else see the 2 part cursor or is it just me?
It is in the official version.

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Sunset_Moth
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Post » 08 Aug 2013, 20:02

Okay.

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Sunset_Moth
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Post » 08 Aug 2013, 20:16

Sumtin's not working right... You changed the IDs of the entities, I think. change them back. They broke linking.

joe73
Posts: 2
Joined: 23 Jul 2012, 11:08

Post » 10 Aug 2013, 17:44

Turtle, in the next update, make the victory lift send you to a bonus stage or make you complete that level. Also, make a Wheatly boss and space core. That would be EPIC!!! Because who doesn't like the space core?
Image
1 more thing. Add paragoombas
ImageImageImageImageImageImage

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Sunset_Moth
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Post » 25 Aug 2013, 18:43

Your space core is orange. I'm pretty sure that it was green in the game.

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Flutter Skye
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Post » 25 Aug 2013, 18:58

bubba_nate wrote:Your space core is orange. I'm pretty sure that it was green in the game.
Why did you just bump the thread without adding anything ? It doesn't even have something with this mod.

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Sunset_Moth
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Post » 05 Sep 2013, 15:49

Because I didn't realize it was a bump. Also, did the linking bugs get fixed? A lot of the linking stuff is broken if they haven't

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weee50
Posts: 65
Joined: 12 Sep 2013, 00:35

Post » 13 Sep 2013, 01:05

I have a bug like the music change bug in classic SMB:
When a Wing Shroom runs out after the flag, the music for the level plays.

STAR EFFECTS

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Villager103
Posts: 506
Joined: 31 Jan 2013, 14:50
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Post » 13 Sep 2013, 11:28

Download does not work :(

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Flutter Skye
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Post » 13 Sep 2013, 15:03

Villager103 wrote:Download does not work :(
Use this https://www.dropbox.com/s/5683qilokbelw ... esv17.love
it's for v17 but v18 is broken anyway.

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weee50
Posts: 65
Joined: 12 Sep 2013, 00:35

Post » 29 Sep 2013, 23:37

TheSeek wrote:
supermarioportal2 wrote: i also think that's the franken turrets should hop more also can you explain again what you meant by the laser grills ?
In Portal 2(a 3d enviroment):
A laser is a single line which aims on a specific point, and the laser can be moved freely using the Discouragement Redirection Cube. And a laser grill is basically a panel made of laser which can't be moved and which the player cant pass through.
so what are the differences? one is a single line, the other is a panel, one can be moved, the other cant, one let the player pass(a single line is easy to avoid), the other doesnt(a panel fills the whole passage)
In Mari0(a 2d enviroment):
A laser is a single line, either orizontal or vertical, cant be moved, and the player dies if goes through it.
A lasergrill is a single line, either orizontal or vertical, cant be moved, and the player dies if goes through it.
so what are the differences? one is a single line, the other is too, one cant be moved, the other cant either, one doesnt let the player pass, the other doesnt either.
Image
I see no differences.
Sorry the bump, but lasers are portalable and Laser Grills are not.

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Flutter Skye
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Post » 30 Sep 2013, 16:35

weee50 wrote:
TheSeek wrote:
supermarioportal2 wrote: i also think that's the franken turrets should hop more also can you explain again what you meant by the laser grills ?
In Portal 2(a 3d enviroment):
A laser is a single line which aims on a specific point, and the laser can be moved freely using the Discouragement Redirection Cube. And a laser grill is basically a panel made of laser which can't be moved and which the player cant pass through.
so what are the differences? one is a single line, the other is a panel, one can be moved, the other cant, one let the player pass(a single line is easy to avoid), the other doesnt(a panel fills the whole passage)
In Mari0(a 2d enviroment):
A laser is a single line, either orizontal or vertical, cant be moved, and the player dies if goes through it.
A lasergrill is a single line, either orizontal or vertical, cant be moved, and the player dies if goes through it.
so what are the differences? one is a single line, the other is too, one cant be moved, the other cant either, one doesnt let the player pass, the other doesnt either.
Image
I see no differences.
Sorry the bump, but lasers are portalable and Laser Grills are not.
Because they aren't going to be portalable.

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Sunset_Moth
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Post » 22 Oct 2013, 18:24

So... is this abandoned? Turtle?

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Mr.Q.Marx?
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Joined: 15 May 2012, 18:35

Post » 23 Oct 2013, 12:56

bubba_nate wrote:So... is this abandoned? Turtle?
Turtle95 wrote:Well, first I don't have much inspiration on what to add. Secondly, I am working on my own game in LOVE, so yeah. (I also have to deal with school)
He posted that in March.
His last update was May.
Honestly I thought Alesan99 had taken over the role of the most used entity mod.

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Mari0_Player
Posts: 224
Joined: 23 Sep 2013, 00:48

Post » 25 Nov 2013, 15:51

Is this mod compatible with Alesan99's Entities?

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Mr.Q.Marx?
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Joined: 15 May 2012, 18:35

Post » 25 Nov 2013, 16:42

no.

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Mari0Maker
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Post » 27 Nov 2013, 00:18

You would have to combine the mods, which is quite hard. It might not even be compatible in the first place.

Megadardery
Posts: 15
Joined: 07 Jan 2014, 22:45

Post » 08 Jan 2014, 21:06

is it a bug? for some reasons, Love crash each time I try to enter the 3-2 Portal level. any clues?

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Sunset_Moth
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Post » 08 Jan 2014, 22:26

Uh... are you using v17?

Megadardery
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Post » 08 Jan 2014, 23:05

no, I'm using v18

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Sunset_Moth
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Post » 09 Jan 2014, 00:04

Huh. I can't help you. Also, since this seems to be dead, try Alesan99's mod. It has some extra portal objects and more mario enemies and stuff.

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I LÖVE LUA
Posts: 222
Joined: 12 Aug 2013, 13:19

Post » 13 Jun 2014, 12:29

Warren2997 wrote:GLADOS just freezes the game...
It's because the bgmusic of GlaDos levels is missing.
The musicloader thread wrote:thread can't load "sounds/bossfight.ogg": not a file!

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BlackDrag0n1
Posts: 13
Joined: 11 Jun 2014, 05:03

Post » 16 Jun 2014, 21:15

The download for the tileset and the mappack do not exist when I click on them...

Edit: Also, on the editor screen, you can't see or click any of the entities... Therefore, I can't add it to my map...

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Sunset_Moth
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Post » 18 Jun 2014, 21:57

bubba_nate wrote:...Also, since this seems to be dead, try Alesan99's mod. It has some extra portal objects and more mario enemies and stuff.
This isn't used by many people and I don't think it's supported either

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Turtle95
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Post » 19 Jun 2014, 00:37

bubba_nate wrote:
bubba_nate wrote:...Also, since this seems to be dead, try Alesan99's mod. It has some extra portal objects and more mario enemies and stuff.
This isn't used by many people and I don't think it's supported either
It isn't supported anymore and I'm thinking it could just be locked. I used to like it and all but not anymore since this was coded when I wasn't good at coding in Lua. That said, don't bother me or anyone about this please. It's not worth anyone's time.

Locked